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Topic: Bandage (Read 3820 times)

A more robust injury code might be nice. Something as simple as an injury flag that's visible to other players, reduces max hp, skills and movement speed.

If physicians were given a way to fix injuries, they'ed have a use beyond just topping up low hp.

This is close to what we've played around with in test builds over the years.

Much in the same way you can accumulate spice affects that change your various stats, in combat a character would accumulate injury affects with (like spice) timers on them that lower current, or potentially max, hit points. Some injuries aren't going to leave you bloody and bruised but instead more fragile. Different injuries would impair in their own way. Slashes lower hit points. Broken bones lower hit points and reduce movement, agility, increase movement costs. Bruised organs reduce healing rate, hit point regen, stamina regen. And so on.

Some 5hit point wounds would take a long time to heal while other 5hit point wounds would heal rather quickly. A broken bone won't usually outright kill you, but it will take longer to heal than a deep slash on your back.

Anyone could assess a character to see their list of injuries with healer related skills giving better information about what they are, how seriously, and maybe where they came from.

When healing, then, the healer could choose which specific injuries to treat and pick the appropriate healing tool (bandage, splint, suture) for the injury at hand.

This is all way more complicated than a first pass implementation would be, and is largely just talking ideas.

My only beef with the bandage code is the one time I actually wanted to use it was years ago - found a guy was in that dying stage, unconscious - I got the "you don't have the skill" message. Old ranger, master, blah blah blah couldn't do anything so what's the point.

I -think-, and I could be wrong, but I think in these cases, where you have someone unconscious and in negative health and on their way to death, you need a top notch bandage as well as a top notch bandager. It's not just a matter of having the skill to attempt it but having equipment good enough for the situation. Like I said, I could be wrong about that but it's what my experiences have led me to believe. Of course if I -am- wrong about it I'm sure someone will jump right in to point it out.

Bandage absolutely doesn't need to be buffed. It is robust and already unrealistically fast. I would nerf scraps to have a 15 hp limit maybe. 1/5 fail rate is more than fine since we are using dark age remedies.

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Quote from: Is Friday

Quote from: Synthesis

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This is close to what we've played around with in test builds over the years.

Much in the same way you can accumulate spice affects that change your various stats, in combat a character would accumulate injury affects with (like spice) timers on them that lower current, or potentially max, hit points. Some injuries aren't going to leave you bloody and bruised but instead more fragile. Different injuries would impair in their own way. Slashes lower hit points. Broken bones lower hit points and reduce movement, agility, increase movement costs. Bruised organs reduce healing rate, hit point regen, stamina regen. And so on.

Some 5hit point wounds would take a long time to heal while other 5hit point wounds would heal rather quickly. A broken bone won't usually outright kill you, but it will take longer to heal than a deep slash on your back.

Anyone could assess a character to see their list of injuries with healer related skills giving better information about what they are, how seriously, and maybe where they came from.

When healing, then, the healer could choose which specific injuries to treat and pick the appropriate healing tool (bandage, splint, suture) for the injury at hand.

This is all way more complicated than a first pass implementation would be, and is largely just talking ideas.

It's an idea we've thought about repeatedly.

But, priorities.

This sounds super awesome and I would support it, but yeah priorities.

Bandage absolutely doesn't need to be buffed. It is robust and already unrealistically fast. I would nerf scraps to have a 15 hp limit maybe. 1/5 fail rate is more than fine since we are using dark age remedies.

Posting from break at work.So, after the revamp, tried out bandage for the first time..Adv bandage.Lost 10hp failing. Succeeded with simple sandcloth bandage. Rested for 10 minutes indoors without any hp returning.

Am i doing it wrong???

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My only wish regarding bandage is for players to stop freaking out over a failed attempt. It happens, even at advanced or master, and doesn't mean the physician sucks!

This. The reactions people seem to have over a failed bandage attempt are kind of crazy, though if someone does several fails in a row and ignores the patient's complaints, thats a different story, but still.

Second break at work. Upon sleeping, it seems i healed at a faster rate than if i slept without bandaging.

This seems like it will exacerbate the "I'll sleep it off" behavior.

I think that preferring to sleep away your injuries instead of getting some medical attention (bandaging) is unrealistic and am glad it has been addressed.

I think that getting some medical attention (bandaging) and then sleeping is perfectly normal behavior.

If you go to your doctor and get some stitches to close up a gash do they tell you to go back to work or to rest?

Sleeping after being treated makes a perfect amount of sense, and you dont need to rp sleep as an entirely -deep- rest, either. With the new changes, the recovery while sleeping after being bandaged is quick enough that anyone sleeping will be back up in a very short period of time; down times shouldn't be long, people want to rp, after all.

Thats how i feel, but of course, if you had a near death situation where you were hit by two heavy damage attacks and were brought back from the brink of death by medical aid, that should be a character defining moment that you take a fair bit of time to recover from (least I would! with scars to boot) There is something quite thrilling about getting out of a dangerous situation with only a single hitpoint left and barely RPing your survival, seeking aid.

The effectiveness of the bandage is the lower value of your character's skill or the bandage's quality.

Nessalin, thank you for this explanation. It's been puzzling the crap out of me that my only options upon bandaging seem to be poor or masterful. Can I suggest that it might be a better formula that the effectiveness of the bandage be the lower value of:a) your character's skillorb) (your character's skill + quality of the bandage) / 2 or evenc) (your character's skill + quality of the bandage + quality of the bandage) / 3) if you want the quality of the bandage to be weighted higher than skill

This would allow someone very skill at bandaging to do good things with any bandage they can find, but they'd still want the good bandages if they can get them. With the current formula, as you've explained it. A total noob and a master healer will peak at the same effectiveness point with a poor bandage. Granted the master will have a better chance of succeeding at getting some result, but the difference between success and failure may be minimal.

It would seem odd to say, "Oh, all you have is a scrap of cloth? Might as well let new boots there try." On the contrary, a Master can work wonders in even the worst of situations.

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Quote from: BadSkeelz

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I think successfully bandaging with any bandage should enable regeneration of HP from below the normal hp-regen spot. The worse the bandage, the slower the regen, but it should still work.

There are two uses of bandages I can see right now:

enabling/increasing hp regen

allowing the recovery of hp from negative numbers

Even assuming low-quality bandages work for the latter, that's an extremely niche case. Awesome, yes, but not going to come up but seldom.

As it stands now, there's more-or-less a hard cutoff: bandages above a certain quality are useful, and bandages below a certain quality give you a cool appendix in your assess and mdesc. So instead of using bandages, if I can't rustle up bandages of that quality or higher, I'm going to go sleep, without bandaging. Low quality bandages are useless.

If low-quality bandages enable hp regen below the threshold, then they become useful again. I will probably still sleep, because in my vision low-quality bandages will also only allow very, very slow hp regen - for the lowest quality, you may only get 10 hp over the course of the bandage timer, for example. But the difference is, I may still use them for their coded benefit, whereas now all they're for is practicing the bandage skill.

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